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Hacky Goddard fix
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1 changed files with 12 additions and 2 deletions
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@ -25,6 +25,7 @@
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#include "game/object_helpers.h"
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#include "game/rendering_graph_node.h"
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#include "menu/intro_geo.h"
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#include "pc/configfile.h"
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#include "pc/debug_context.h"
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@ -788,8 +789,17 @@ static void OPTIMIZE_O3 gfx_sp_vertex(size_t n_vertices, size_t dest_index, cons
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for (int32_t i = 0; i < rsp.current_num_lights - 1; i++) {
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calculate_normal_dir(&rsp.current_lights[i], rsp.current_lights_coeffs[i], applyLightingDir);
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}
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static const Light_t lookat_x = {{0, 0, 0}, 0, {0, 0, 0}, 0, {0, 127, 0}, 0};
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static const Light_t lookat_y = {{0, 0, 0}, 0, {0, 0, 0}, 0, {127, 0, 0}, 0};
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Light_t lookat_x = {{0, 0, 0}, 0, {0, 0, 0}, 0, {0, 127, 0}, 0};
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Light_t lookat_y = {{0, 0, 0}, 0, {0, 0, 0}, 0, {127, 0, 0}, 0};
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// HACK: correct goddard env map shine texture orientation
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// the proper fix would be making it so it automatically flips
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// if the texture is an intensity alpha
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if (gSkipInterpolationTitleScreen) {
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lookat_x.dir[0] = 127;
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lookat_x.dir[1] = 0;
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lookat_y.dir[0] = 0;
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lookat_y.dir[1] = 127;
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}
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calculate_normal_dir(&lookat_x, rsp.current_lookat_coeffs[0], applyLightingDir);
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calculate_normal_dir(&lookat_y, rsp.current_lookat_coeffs[1], applyLightingDir);
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rsp.lights_changed = false;
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